@Arkandel said in Alternate CoD/WoD Character Growth / XP Systems:
@Ganymede What I never understood is what the objective of having linear spends was. What was they hoping to get by it? Simplicity? Because it's not that hard to explain you spend '<x> XP per dot' to raise a stat to <x>, surely.
It just... makes no sense. Learning first aid is easy, reading a few books on biology is harder, going to medical school is harder still... all the way to becoming a world-class surgeon which is pretty damn hard. Why make each step cost the same? It's counter-intuitive.
In the real world, each one of those steps has exponential results in your understanding of a thing. Because the 1-5 ratio is meant to be an abtract representation of (in your example) knowledge, and each dot is mechanically and mathematically worth exactly the same when it's time to roll dice (each die has the same exact chance of coming up a 10 as every other die, and each die can produce the same exact variety of results as every other die) it is perfectly justifiable that the costs for each of those dice, separately, be the same.
You can agree or disagree, but this is a perfectly all right way of looking at it. In fact, when talking about Skills, the most valuable dot is always the first one, because it's worth more than the others, due to unskilled penalties (the first dot of Social and Physical Skills is worth 2 dice, while the first dot of a Mental Skill is worth a whopping 4 dice). (Amusingly, or perhaps logically, the first dot of an Attribute is also the most economic one, since it's free!)
So for example, if learning first aid is worth 1 dot, then reading a few books in biology might be worth 2 dots, and going to medical school might be worth 3 dots--but the way the system works mathematically, you're only slightly better at Medicine than you were when you just had first aid (and not even 3 times better, since you have to take your Attribute into account, which lowers the percentage of worth of the following dots, which in fact makes each following dot be worth less overall, if my rudimentary understanding of math is correct).
It's not as simple as 'getting better should be harder' when the theoretical progression is not mirrored and represented by the mechanical progression.
Choosing to do away with diminishing returns for higher levels of a trait implies a recognition of the trait's mechanical and abstract worth, because the system assumes that the storyteller and players are smart enough to recognize this.
This isn't, necessarily, a better way of doing things, since obviously there are preferences otherwise, but your argument against it is flawed.